389 lines
14 KiB
JavaScript

import LethalFantasyActorSheet from "./base-actor-sheet.mjs"
import LethalFantasyRoll from "../../documents/roll.mjs"
export default class LethalFantasyCharacterSheet extends LethalFantasyActorSheet {
/** @override */
static DEFAULT_OPTIONS = {
classes: ["character"],
position: {
width: 972,
height: 780,
},
window: {
contentClasses: ["character-content"],
},
actions: {
createEquipment: LethalFantasyCharacterSheet.#onCreateEquipment,
rangedAttackDefense: LethalFantasyCharacterSheet.#onRangedAttackDefense,
rollInitiative: LethalFantasyCharacterSheet.#onRollInitiative,
armorHitPointsPlus: LethalFantasyCharacterSheet.#onArmorHitPointsPlus,
armorHitPointsMinus: LethalFantasyCharacterSheet.#onArmorHitPointsMinus,
divinityPointsPlus: LethalFantasyCharacterSheet.#onDivinityPointsPlus,
divinityPointsMinus: LethalFantasyCharacterSheet.#onDivinityPointsMinus,
aetherPointsPlus: LethalFantasyCharacterSheet.#onAetherPointsPlus,
aetherPointsMinus: LethalFantasyCharacterSheet.#onAetherPointsMinus,
},
}
/** @override */
static PARTS = {
main: {
template: "systems/fvtt-lethal-fantasy/templates/character-main.hbs",
},
tabs: {
template: "templates/generic/tab-navigation.hbs",
},
skills: {
template: "systems/fvtt-lethal-fantasy/templates/character-skills.hbs",
},
combat: {
template: "systems/fvtt-lethal-fantasy/templates/character-combat.hbs",
},
equipment: {
template: "systems/fvtt-lethal-fantasy/templates/character-equipment.hbs",
},
spells: {
template: "systems/fvtt-lethal-fantasy/templates/character-spells.hbs",
},
miracles: {
template: "systems/fvtt-lethal-fantasy/templates/character-miracles.hbs",
},
biography: {
template: "systems/fvtt-lethal-fantasy/templates/character-biography.hbs",
},
}
/** @override */
tabGroups = {
sheet: "skills",
}
/**
* Prepare an array of form header tabs.
* @returns {Record<string, Partial<ApplicationTab>>}
*/
#getTabs() {
let tabs = {
skills: { id: "skills", group: "sheet", icon: "fa-solid fa-shapes", label: "LETHALFANTASY.Label.skills" },
combat: { id: "combat", group: "sheet", icon: "fa-solid fa-swords", label: "LETHALFANTASY.Label.combat" },
equipment: { id: "equipment", group: "sheet", icon: "fa-solid fa-backpack", label: "LETHALFANTASY.Label.equipment" },
biography: { id: "biography", group: "sheet", icon: "fa-solid fa-book", label: "LETHALFANTASY.Label.biography" },
}
if (this.actor.system.biodata.magicUser) {
tabs.spells = { id: "spells", group: "sheet", icon: "fa-sharp-duotone fa-solid fa-wand-magic-sparkles", label: "LETHALFANTASY.Label.spells" }
}
if (this.actor.system.biodata.clericUser) {
tabs.miracles = { id: "miracles", group: "sheet", icon: "fa-sharp-duotone fa-solid fa-hands-praying", label: "LETHALFANTASY.Label.miracles" }
}
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
}
return tabs
}
/** @override */
async _prepareContext() {
const context = await super._prepareContext()
context.tabs = this.#getTabs()
return context
}
_generateTooltip(type, target) {
}
/** @override */
async _preparePartContext(partId, context) {
const doc = this.document
switch (partId) {
case "main":
break
case "skills":
context.tab = context.tabs.skills
context.skills = doc.itemTypes.skill
context.gifts = doc.itemTypes.gift
context.vulnerabilities = doc.itemTypes.vulnerability
break
case "spells":
context.tab = context.tabs.spells
context.spells = doc.itemTypes.spell
context.hasSpells = context.spells.length > 0
break
case "miracles":
context.tab = context.tabs.miracles
context.miracles = doc.itemTypes.miracle
context.hasMiracles = context.miracles.length > 0
break
case "combat":
context.tab = context.tabs.combat
context.weapons = doc.itemTypes.weapon
context.armors = doc.itemTypes.armor
context.shields = doc.itemTypes.shield
break
case "equipment":
context.tab = context.tabs.equipment
context.equipments = doc.itemTypes.equipment
break
case "biography":
context.tab = context.tabs.biography
context.enrichedDescription = await TextEditor.enrichHTML(doc.system.description, { async: true })
context.enrichedNotes = await TextEditor.enrichHTML(doc.system.notes, { async: true })
break
}
return context
}
// #region Drag-and-Drop Workflow
/**
* Callback actions which occur when a dragged element is dropped on a target.
* @param {DragEvent} event The originating DragEvent
* @protected
*/
async _onDrop(event) {
if (!this.isEditable || !this.isEditMode) return
const data = TextEditor.getDragEventData(event)
// Handle different data types
switch (data.type) {
case "Item":
const item = await fromUuid(data.uuid)
return this._onDropItem(item)
}
}
static async #onRangedAttackDefense(event, target) {
const hasTarget = false
let roll = await LethalFantasyRoll.promptRangedDefense({
actorId: this.actor.id,
actorName: this.actor.name,
actorImage: this.actor.img,
})
if (!roll) return null
await roll.toMessage({}, { rollMode: roll.options.rollMode })
}
static async #onRollInitiative(event, target) {
await this.document.system.rollInitiative()
}
static #onArmorHitPointsPlus(event, target) {
let armorHP = this.actor.system.combat.armorHitPoints
armorHP += 1
this.actor.update({ "system.combat.armorHitPoints": armorHP })
}
static #onArmorHitPointsMinus(event, target) {
let armorHP = this.actor.system.combat.armorHitPoints
armorHP -= 1
this.actor.update({ "system.combat.armorHitPoints": Math.max(armorHP, 0) })
}
static #onDivinityPointsPlus(event, target) {
let points = this.actor.system.divinityPoints.value
points += 1
points = Math.min(points, this.actor.system.divinityPoints.max)
this.actor.update({ "system.divinityPoints.value": points })
}
static #onDivinityPointsMinus(event, target) {
let points = this.actor.system.divinityPoints.value
points -= 1
points = Math.max(points, 0)
this.actor.update({ "system.divinityPoints.value": points })
}
static #onAetherPointsPlus(event, target) {
let points = this.actor.system.aetherPoints.value
points += 1
points = Math.min(points, this.actor.system.aetherPoints.max)
this.actor.update({ "system.aetherPoints.value": points })
}
static #onAetherPointsMinus(event, target) {
let points = this.actor.system.aetherPoints.value
points -= 1
points = Math.max(points, 0)
this.actor.update({ "system.aetherPoints.value": points })
}
static #onCreateEquipment(event, target) {
}
_onRender(context, options) {
// Inputs with class `item-quantity`
const woundDescription = this.element.querySelectorAll('.wound-data')
for (const input of woundDescription) {
input.addEventListener("change", (e) => {
e.preventDefault();
e.stopImmediatePropagation();
const newValue = e.currentTarget.value
const index = e.currentTarget.dataset.index
const fieldName = e.currentTarget.dataset.name
let tab = foundry.utils.duplicate(this.actor.system.hp.wounds)
tab[index][fieldName] = newValue
console.log(tab, index, fieldName, newValue)
this.actor.update({ "system.hp.wounds": tab });
})
}
super._onRender();
}
getBestWeaponClassSkill(skills, rollType, multiplier = 1.0) {
let maxValue = 0
let goodSkill = skills[0]
for (let s of skills) {
if (rollType === "weapon-attack") {
if (s.system.weaponBonus.attack > maxValue) {
maxValue = Number(s.system.weaponBonus.attack)
goodSkill = s
}
}
if (rollType === "weapon-defense") {
if (s.system.weaponBonus.defense > maxValue) {
maxValue = Number(s.system.weaponBonus.defense)
goodSkill = s
}
}
if (rollType.includes("weapon-damage")) {
if (s.system.weaponBonus.damage > maxValue) {
maxValue = Number(s.system.weaponBonus.damage)
goodSkill = s
}
}
}
goodSkill.weaponSkillModifier = maxValue * multiplier
return goodSkill
}
/**
* Handles the roll action triggered by user interaction.
*
* @param {PointerEvent} event The event object representing the user interaction.
* @param {HTMLElement} target The target element that triggered the roll.
*
* @returns {Promise<void>} A promise that resolves when the roll action is complete.
*
* @throws {Error} Throws an error if the roll type is not recognized.
*
* @description This method checks the current mode (edit or not) and determines the type of roll
* (save, resource, or damage) based on the target element's data attributes. It retrieves the
* corresponding value from the document's system and performs the roll.
*/
async _onRoll(event, target) {
if (this.isEditMode) return
const rollType = event.target.dataset.rollType
let rollTarget
let rollKey = event.target.dataset.rollKey
switch (rollType) {
case "granted":
rollTarget = {
name: rollKey,
formula: foundry.utils.duplicate(this.document.system.granted[rollKey]),
rollKey: rollKey
}
if ( rollTarget.formula === "" || rollTarget.formula === undefined) {
rollTarget.formula = 0
}
break;
case "challenge":
rollTarget = foundry.utils.duplicate(this.document.system.challenges[rollKey])
rollTarget.rollKey = rollKey
break
case "save":
rollTarget = foundry.utils.duplicate(this.document.system.saves[rollKey])
rollTarget.rollKey = rollKey
rollTarget.rollDice = event.target.dataset?.rollDice
break
case "spell":
rollTarget = this.actor.items.find((i) => i.type === "spell" && i.id === rollKey)
rollTarget.rollKey = rollKey
break
case "miracle":
rollTarget = this.actor.items.find((i) => i.type === "miracle" && i.id === rollKey)
rollTarget.rollKey = rollKey
break
case "skill":
rollTarget = this.actor.items.find((i) => i.type === "skill" && i.id === rollKey)
rollTarget.rollKey = rollKey
if (rollTarget.system.category === "weapon") {
ui.notifications.warn(game.i18n.localize("LETHALFANTASY.Notifications.rollFromWeapon"))
return
}
break
case "miracle-attack":
case "miracle-power":
rollTarget = this.actor.items.find((i) => i.type === "miracle" && i.id === rollKey)
rollTarget.rollKey = rollKey
break
case "spell-attack":
case "spell-power":
rollTarget = this.actor.items.find((i) => i.type === "spell" && i.id === rollKey)
rollTarget.rollKey = rollKey
break
case "weapon-damage-small":
case "weapon-damage-medium":
case "weapon-attack":
case "weapon-defense":
let weapon = this.actor.items.find((i) => i.type === "weapon" && i.id === rollKey)
let skill
let skills = this.actor.items.filter((i) => i.type === "skill" && i.name.toLowerCase() === weapon.name.toLowerCase())
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 1.0)
} else {
skills = this.actor.items.filter((i) => i.type === "skill" && i.name.toLowerCase().replace(" skill", "") === weapon.name.toLowerCase())
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 1.0)
} else {
skills = this.actor.items.filter((i) => i.type === "skill" && i.system.weaponClass === weapon.system.weaponClass)
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 0.5)
} else {
skills = this.actor.items.filter((i) => i.type === "skill" && i.system.weaponClass.includes(SYSTEM.WEAPON_CATEGORIES[weapon.system.weaponClass]))
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 0.25)
} else {
ui.notifications.warn(game.i18n.localize("LETHALFANTASY.Notifications.skillNotFound"))
return
}
}
}
}
if (!weapon || !skill) {
console.error("Weapon or skill not found", weapon, skill)
ui.notifications.warn(game.i18n.localize("LETHALFANTASY.Notifications.skillNotFound"))
return
}
rollTarget = skill
rollTarget.weapon = weapon
rollTarget.weaponSkillModifier = skill.weaponSkillModifier
rollTarget.rollKey = rollKey
rollTarget.combat = foundry.utils.duplicate(this.actor.system.combat)
if ( rollType === "weapon-damage-small" || rollType === "weapon-damage-medium") {
rollTarget.grantedDice = this.actor.system.granted.damageDice
}
if ( rollType === "weapon-attack") {
rollTarget.grantedDice = this.actor.system.granted.attackDice
}
if ( rollType === "weapon-defense") {
rollTarget.grantedDice = this.actor.system.granted.defenseDice
}
break
default:
ui.notifications.error(game.i18n.localize("LETHALFANTASY.Notifications.rollTypeNotFound") + String(rollType))
break
}
// In all cases
rollTarget.magicUser = this.actor.system.biodata.magicUser
rollTarget.actorModifiers = foundry.utils.duplicate(this.actor.system.modifiers)
rollTarget.actorLevel = this.actor.system.biodata.level
await this.document.system.roll(rollType, rollTarget)
}
// #endregion
}